

float4x4		matrix_modelviewprojection : WORLDVIEWPROJECTION;



float4 vs_depth( float4 wsPos : POSITION ) : POSITION
{
	return mul(matrix_modelviewprojection, wsPos);	
}

float4 ps_depth() : COLOR0
{
	return 0;
}




technique depthpass
{
	pass Pass_0
	{
		VertexShader = compile vs_1_1 vs_depth();
		PixelShader = NULL;
	}
}



